using tinypng will help you to get rid from unnecessary size's. You can check that by export any image from the image dialog in your c2 project, then import it to tinypng site.The export image from the site will be smaller by at least 50%.

1. If you compress images before importing them to C2 you are wasting your time because C2 converts them to an uncompressed format on import.2. C2 performs its own image compression on project export (note: not on image export)

Thanks guys - we are looking forward to your game submission at Softgames !@Ashley: Yeah great idea - I think I will soon, but I would like to increase the amount of hints & tipps a bit more@bjadams: Hehe, true - but this is more a general tipp to help you earn more money at the end off the day and pay less VAT. This will result in more resources you can invest into your new title then

About the 3mb size: This is a major point when playing your games in a mobile/desktop browser - people hate to wait and HTML5 gaming should stay an instant experience...otherwise you may as well download apps and install them =)

but I'm not quite sure that asking 3mb of an HTML5 game is practical in most cases.

You have to consider this: some (and by "some" I mean: a lot) mobile HTML5 publishers try to monetize traffic from people with EDGE coverage and/or plans. Compared to 3G, HSPA and up that is one damn slow type of connection. Even the aforementioned 3mb barrier is *a lot* for EDGE. I try to keep games targeted for that market at half that size of that or even below. And it's possible, the mobile HTML5 segment is quite forgiving when it comes to total amount of content, as long as it looks good.